uniform sampler2D u_texture;
uniform vec4 u_FogColor;

varying vec4 v_color;
varying vec2 v_texCoords;
varying float v_fogFactor;
varying float v_eyeDistance;

void main() {
    vec4 color;

    color = v_color * texture2D( u_texture, v_texCoords );
    if(color.a < 0.01) discard;

    gl_FragColor = v_color;
}